End Game / MAP07 "Water Treatment Facility"
Lee Szymanski

Lee's initial Doom 2 work made a passing grade but wasn't too mindblowing. Included were his X-Fire deathmatch series along with single level contributions to The Darkening Episode 2, 10 Sectors, and Alien Vendetta. As he was leaving the Doom community in 2004, Anthony Soto released a small WAD of leftover maps named End Game. I wasn't expected much from a thrown-together assembly of some authors' forgotten work. But amongst the heap was Lee's awesome all-new level, 'Water Treatment Facility'. The Ultimate Doom episode 4 orange sky and post-industrial theme make this reminiscent of Quake 2 and Parallel Team's Fragfest Initialized.
On the technical side, the first thing to note is that it works in doom2.exe. No visplane overflows or HOM glitches which is an accomplishment given the level of detail in view at all times. The layout itself is compact, but areas are traversed multiple times. This isn't depth-first search (as found in most user-created WADs) since the design is more organic. The non-linear layout allows for a different gaming experience over multiple sessions. The best part about revisiting areas are the visual changes as the level progresses. Platforms raise out of the water, stairs build to allow new paths, and elevators lower to reveal power-ups. All four secrets are clever; especially one that raises water in the main outdoor pit to reach rockets in an elevated alcove.
Doom isn't capable of room over room, but Lee plays with sky heights to make the space look more 3D than it really is. It's similar to techniques used in his Crucified Dreams level (MAP11: 'Tarantism', which I named after a song by The Mars Volta.) Variable sector heights with a sky ceiling and strategically-placed architecture stretch the base engine to its creative limit. Lee also makes heavy use of every known lighting effect in the Doom engine. ukiro-style smooth lighting, floors/ceilings with different light levels, and crates casting vertical shadows are all present but again, this is the vanilla engine. To display these effects before End Game's release, Lee released four doom2.exe-compatible demo WADs: 3D Examples, Split Door, Elevator, and Lighting Effects. Some room-over-room work is a fancy derivative of Iikka Keränen 3D special effects demos dated 1998. Given all the tech speak, the gameplay is quality enough that these effects never look or feel gimmicky.
It's a shame this wasn't released on its own or in a more renowned project since End Game is pretty much a B-sides WAD dump.
On the technical side, the first thing to note is that it works in doom2.exe. No visplane overflows or HOM glitches which is an accomplishment given the level of detail in view at all times. The layout itself is compact, but areas are traversed multiple times. This isn't depth-first search (as found in most user-created WADs) since the design is more organic. The non-linear layout allows for a different gaming experience over multiple sessions. The best part about revisiting areas are the visual changes as the level progresses. Platforms raise out of the water, stairs build to allow new paths, and elevators lower to reveal power-ups. All four secrets are clever; especially one that raises water in the main outdoor pit to reach rockets in an elevated alcove.
Doom isn't capable of room over room, but Lee plays with sky heights to make the space look more 3D than it really is. It's similar to techniques used in his Crucified Dreams level (MAP11: 'Tarantism', which I named after a song by The Mars Volta.) Variable sector heights with a sky ceiling and strategically-placed architecture stretch the base engine to its creative limit. Lee also makes heavy use of every known lighting effect in the Doom engine. ukiro-style smooth lighting, floors/ceilings with different light levels, and crates casting vertical shadows are all present but again, this is the vanilla engine. To display these effects before End Game's release, Lee released four doom2.exe-compatible demo WADs: 3D Examples, Split Door, Elevator, and Lighting Effects. Some room-over-room work is a fancy derivative of Iikka Keränen 3D special effects demos dated 1998. Given all the tech speak, the gameplay is quality enough that these effects never look or feel gimmicky.
It's a shame this wasn't released on its own or in a more renowned project since End Game is pretty much a B-sides WAD dump.